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virtual reality and 3D interaction positioning in 3D space moving and grasping seeing 3D (helmets and caves)
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Page 1: The computer

virtual reality and 3D interaction

positioning in 3D spacemoving and grasping

seeing 3D (helmets and caves)

Page 2: The computer

Positioning in 3D space• cockpit and virtual controls

– Used by Aircraft pilots, PC games – steering wheels, knobs and dials … just like real!

• the 3D mouse– Move in 3 dimensions-forward, backward and rotation – six-degrees of movement: x, y, z + roll, pitch, yaw

• data glove– fibre optics used to detect finger position– Used for gesture recognition, sign language interpretation

• VR helmets– They display 3D world to each eye– detect head motion and manipulation of object

• whole body tracking– accelerometers strapped to limbs or reflective dots and video processing– Game have motorbike body on with you can lean into curves

Page 3: The computer

pitch, yaw and roll

pitch

yaw

roll

Page 4: The computer

3D displays

• desktop VR– ordinary screen, mouse or keyboard control– perspective and motion give 3D effect

• seeing in 3D– use stereoscopic vision– VR helmets– screen plus shuttered specs, etc.

Page 5: The computer

VR headsets

• small TV screen for each eye• slightly different angles• 3D effect

Page 6: The computer

VR motion sickness

• time delay– move head … interval … display moves– conflict: head movement vs. eyes

• depth perception– headset gives different stereo distance– but all focused in same plane– conflict: eye angle vs. focus

• conflicting cues => sickness– helps motivate improvements in technology

Page 7: The computer

Simulators and VR caves• scenes projected on

walls• realistic environment• hydraulic rams!• real controls• VR rooms having large

displays positioned all around the user is called caves

Page 8: The computer

physical controls, sensors etc.

special displays and gaugessound, touch, feel, smell

physical controlsenvironmental and bio-sensing

Page 9: The computer

Dedicated displays

• analogue representations:– dials, gauges, lights, etc.

• digital displays:– small LCD screens, LED lights, etc.

• head-up displays – found in aircraft cockpits– show most important controls

Page 10: The computer

Sounds

• Beeps, bongs, clonks, whistles and whirrs are used to varying effect

• Used for error indications (alerts)• Confirmation of actions e.g. Keyclick• Telephone keypads sound different tones

Page 11: The computer

Touch, feel, smell

• touch and feeling important– in games … vibration, force feedback– in simulation … feel of surgical instruments– called haptic devices– Braille displays have pins that rise or fall to give

different patterns• texture, smell, taste

– current technology very limited

Page 12: The computer

BMW iDrive

• for controlling menus• feel small ‘bumps’ for each item• makes it easier to select options by feel • uses haptic technology from Immersion Corp.

Page 13: The computer

physical controls

• specialist controls needed …– industrial controls, consumer products, etc.

large buttonsclear dials

tiny buttons

multi-functioncontrol

easy-cleansmooth buttons

Page 14: The computer

Environment and bio-sensing

• sensors all around us– car courtesy light – small switch on door– ultrasound detectors – security, washbasins– RFID security tags in shops– temperature, weight, location – Wash basins

• … and even our own bodies …– iris scanners, body temperature, heart rate, galvanic

skin response, blink rate

Page 15: The computer

paper: printing and scanning

print technologyfonts, page description, WYSIWYG

scanning, OCR

Page 16: The computer

Printing

• image made from small dots– allows any character set or graphic to be printed,

• critical features:– resolution

• size and spacing of the dots• measured in dots per inch (dpi)

– speed• usually measured in pages per minute

– cost!!

Page 17: The computer

Types of dot-based printers• dot-matrix printers

– use inked ribbon (like a typewriter– line of pins that can strike the ribbon, dotting the paper.– typical resolution 80-120 dpi

• ink-jet and bubble-jet printers– tiny blobs of ink sent from print head to paper– typically 300 dpi or better .

• laser printer– like photocopier: dots of electrostatic charge deposited on drum,

which picks up toner (black powder form of ink) rolled onto paper which is then fixed with heat

– typically 600 dpi or better.

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Printing in the workplace

• shop tills– dot matrix– same print head used for several paper rolls– also print cheques

• thermal printers– special heat-sensitive paper– paper heated by pins makes a dot– poor quality, but simple & low maintenance– used in some fax machines

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Fonts• Font – the particular style of text

Courier font Helvetica font Palatino font

Times Roman font• §´ ¿   ¿~ µº Â Ä (special symbol)

• Size of a font measured in points (1 pt about 1/72”)(vaguely) related to its height

This is ten point Helvetica This is twelve point

This is fourteen point This is eighteen point

and this is twenty-four point

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Fonts (contd.)

Pitch– fixed-pitch – every character has the same width

  e.g. Courier– variable-pitched – some characters wider

  e.g. Times Roman – compare the ‘i’ and the “m”

Serif or Sans-serif– sans-serif – square-ended strokes

  e.g. Helvetica

– serif – with splayed ends (such as)  e.g. Times Roman or Palatino

Page 21: The computer

Readability of text

• lowercase– easy to read shape of words

• UPPERCASE– better for individual letters and non-words

e.g. flight numbers: BA793 vs. ba793

• serif fonts– helps your eye on long lines of printed text– but sans serif often better on screen

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Page Description Languages

• Pages very complex– different fonts, bitmaps, lines, digitised photos, etc.

• Can convert it all into a bitmap and send to the printer

• Alternatively Use a page description language– sends a description of the page can be sent,– instructions for curves, lines, text in different styles, etc.– like a programming language for printing!

• PostScript is the most common

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Screen and page

• WYSIWYG– what you see is what you get– aim of word processing, etc.

• but …– screen: 72 dpi, landscape image– print: 600+ dpi, portrait

• can try to make them similarbut never quite the same

• so … need different designs, graphics etc, for screen and print

Page 24: The computer

Scanners

• Take paper and convert it into a bitmap

• Two sorts of scanner– flat-bed: paper placed on a glass plate, whole page converted into

bitmap– hand-held: scanner passed over paper, digitising strip typically 3-4”

wide

• Shines light at paper and note intensity of reflection– colour or greyscale

• Typical resolutions from 600–2400 dpi

Page 25: The computer

Scanners (ctd)

Used in

– desktop publishing for incorporating photographs and other images

– document storage and retrieval systems, doing away with paper storage

+ special scanners for slides and photographic negatives

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Optical character recognition

• OCR converts bitmap back into text• different fonts

– create problems for simple “template matching” algorithms

– more complex systems segment text, decompose it into lines and arcs, and decipher characters that way

• page format– columns, pictures, headers and footers

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Paper-based interaction• paper usually regarded as output only

• can be input too – OCR, scanning, etc.

• Xerox PaperWorks– glyphs – small patterns of /\\//\\\

• used to identify forms etc.• used with scanner and fax to control applications

• more recently– papers micro printed - like wattermarks

• identify which sheet and where you are– special ‘pen’ can read locations

• know where they are writing

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Memory

short term and long termspeed, capacity, compression

formats, access

Page 29: The computer

Short-term Memory - RAM• Random access memory (RAM)

– on silicon chips– 100 nano-second access time– usually volatile (lose information if power turned off)– data transferred at around 100 Mbytes/sec

• Some non-volatile RAM used to store basic set-up information

• Typical desktop computers:64 to 256 Mbytes RAM

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Long-term Memory - disks• magnetic disks

– floppy disks store around 1.4 Mbytes– hard disks typically 40 Gbytes to 100s of Gbytes

access time ~10ms, transfer rate 100kbytes/s

• optical disks– use lasers to read and sometimes write– more robust that magnetic media– CD-ROM

- same technology as home audio, ~ 600 Gbytes– DVD - for AV applications, or very large files

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Blurring boundaries

• PDAs– often use RAM for their main memory

• Flash-Memory– used in PDAs, cameras etc.– silicon based but persistent– plug-in USB devices for data transfer

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Virtual memory• Problem:

– running lots of programs + each program large– not enough RAM

• Solution - Virtual memory :– store some programs temporarily on disk– makes RAM appear bigger

• But … exchanging– program on disk needs to run again– copied from disk to RAM– s l o w s t h i n g s d o w n

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Compression• reduce amount of storage required• lossless

– recover exact text or image – e.g. GIF, ZIP– look for commonalities:

• text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C• video: compare successive frames and store change

• lossy– recover something like original – e.g. JPEG, MP3– exploit perception

• JPEG: lose rapid changes and some colour• MP3: reduce accuracy of drowned out notes

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Storage formats - text

• ASCII - 7-bit binary code for to each letter and character

• UTF-8 - 8-bit encoding of 16 bit character set

• RTF (rich text format)– text plus formatting and layout information

• SGML (standardized generalised markup language)- documents regarded as structured objects

• XML (extended markup language)– simpler version of SGML for web applications

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Storage formats - media• Images:

– many storage formats :(PostScript, GIFF, JPEG, TIFF, PICT, etc.)

– plus different compression techniques(to reduce their storage requirements)

• Audio/Video– again lots of formats :

(QuickTime, MPEG, WAV, etc.)– compression even more important– also ‘streaming’ formats for network delivery

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Methods of Access

• large information store– long time to search => use index– what you index -> what you can access

• simple index needs exact match• forgiving systems:

– Xerox “do what I mean” (DWIM)– SOUNDEX – McCloud ~ MacCleod– Not used in some cases like ATM

• access without structure …– free text indexing (all the words in a document)– needs lots of space!!

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Processing and networks

finite speed (but also Moore’s law)

limits of interactionnetworked computing

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Finite processing speed• Designers tend to assume fast processors, and make

interfaces more and more complicated

• But problems occur, because processing cannot keep up with all the tasks it needs to do– cursor overshooting because system has buffered keypresses– icon wars - user clicks on icon, nothing happens, clicks on another,

then system responds and windows fly everywhere

• Also problems if system is too fast - e.g. help screens may scroll through text much too rapidly to be read

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Moore’s law• computers get faster and faster!• 1965 …

– Gordon Moore, co-founder of Intel, noticed a pattern– processor speed doubles every 18 months– PC … 1987: 1.5 Mhz, 2002: 1.5 GHz

• similar pattern for memory– but doubles every 12 months!!– hard disk … 1991: 20Mbyte : 2002: 30 Gbyte

• baby born today– record all sound and vision– by 70 all life’s memories stored in a grain of dust!

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Limitations on interactive performance

Computation bound– Computation takes ages, causing frustration for the user

Storage channel bound– Bottleneck in transference of data from disk to memory

Graphics bound– Common bottleneck: updating displays requires a lot of effort -

sometimes helped by adding a graphics co-processor optimised to take on the burden

Network capacity– Many computers networked - shared resources and files, access to

printers etc. - but interactive performance can be reduced by slow network speed

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Networked Computing

• Increase interactivity• Operate on large distance and with high speed• Networks allow access to …

– large memory and processing– other people (groupware, email)– shared resources – esp. the web

• Issues– network delays – slow feedback– conflicts - many people update data– unpredictability